Augmented Virtual Reality Hardware Market Trends
AR/VR Hardware Market Research Report Information By Hardware Type (Sensors, Processors, Controllers, Cameras, Headphones, Display Monitors, and Others), By Application (Head Mounted Display, Head Up Display, and Handheld Devices), By Industry Vertical (Aerospace & Defense, Gaming & Entertainment, Education & Training, Healthcare, Automotive, and Others), and By Region (North Americ...

Market Summary
As per Market Research Future Analysis, the AR/VR Hardware Market was valued at USD 29,984.6 million in 2022 and is projected to grow from USD 41,832.3 million in 2023 to USD 389,066.4 million by 2030, with a CAGR of 37.5% during the forecast period. The growth is driven by high demand across various industries including gaming, entertainment, aerospace, and healthcare. The COVID-19 pandemic has disrupted supply chains, particularly in China, leading to a decline in production capacity and component shipments. Despite these challenges, the market is witnessing opportunities through the increasing use of smartphones and tablets for AR/VR applications, enhanced by 5G technology and WebVR. The sensor segment is expected to maintain its dominance in hardware types, while the gaming and entertainment sector leads in industry verticals.
Key Market Trends & Highlights
Key trends influencing the AR/VR Hardware Market include technological advancements and industry adoption.
- AR/VR Hardware Market Size in 2022: USD 29,984.6 million.
- Projected Market Size by 2030: USD 389,066.4 million.
- CAGR during 2023-2030: 37.5%.
- Asia Pacific held 40.9% market share in 2022.
Market Size & Forecast
2022 Market Size | USD 29,984.6 million |
2023 Market Size | USD 41,832.3 million |
2030 Market Size | USD 389,066.4 million |
CAGR (2023-2030) | 37.5%. |
Major Players
Major players include Oculus VR (Meta), Google LLC, HTC Corporation, Samsung Electronics, Sony Corporation, and NXP Semiconductor.
Market Trends
Augmented Virtual Reality Hardware Market Market Drivers
Market Segment Insights
AR/VR Hardware Type Insights
Based on Hardware Type, the AR/VR Hardware Market is segmented into Sensors, Processors, Controllers, Cameras, Headphones, Display Monitors, and Others. The sensor segment captured the biggest market share by solution in 2022 and is likely to maintain its dominance in the future years. Sensors are extensively used in the augmented reality and virtual reality hardware market, the sensors support the AR/VR system and are majorly focused on audio and video interface, motion tracking, and voice recognition. Modern-day AR/VR headsets rely on one or more types of sensors utilizing vertical-cavity surface structured-light sensors and a Lidar detection system for depth sensing.
Processors provide AR/VR devices with the instruction and processing power they need to perform the task. For instance, processing the video into AR/VR format while utilizing a combination of GPU processors, display processors, and machine learning.
October 2021 Bosch Sesortec GmbH launched new sensors that have reduced time lag which is very essential during head movements, time lag can be a factor in motion sickness while using AR/VR devices. The company states its new sensors have high stability and low latency enabling the sensors to be used in a wide range of applications including VR gaming.
March 2018 Bosch Sensortec GmbH launched BM1085 motion sensor chips for AR/VR application, navigation, body motion, tracking, and gaming. The sensor is filled with features, combining a low-drift gyroscope with a low-noise accelerometer to significantly reduce the unpleasant motion sickness effect.
AR/VR HARDWARE MARKET SIZE (USD MILLION) by hardware type (2018-2030)
Source: Secondary Research, Primary Research, Market Research Future Database, and Analyst Review
AR/VR Hardware Enterprise Size Insights
Based on Application, the AR/VR Hardware Market is segmented into Head Mounted Display, Head Up Display, and Handheld Devices. The Head Mounted Display segment captured the biggest market share by solution in 2021 and is likely to maintain its dominance in the future years.
Head-mounted displays are display headsets that are worn on the head, head-mounted displays are equipped with display optics that are placed exactly in front of each eye, these head-mounted displays are combined with inertial measurement units, enabling users to see projected scenes. Head-mounted displays are used in a wide range of applications including aviation, engineering, medicine, and gaming.
AR/VR Hardware Industry Vertical Insights
Based on Industry Vertical, the AR/VR Hardware Market is segmented into Aerospace & Defense, Gaming & Entertainment, Education & Training, Healthcare, Automotive, and Others. The Gaming & Entertainment segment captured the biggest market share by solution in 2021 and is likely to maintain its dominance in the future years.
There is a rapid rise in the adoption of augmented and virtual reality in the gaming and entertainment industry, augmented and virtual reality allows the users to experience digital games and movies in a real-world environment. With the rapid advancement in AR/VR technology, the demand is increasing in this vertical.
Virtual reality gaming combines augmented reality gaming and virtual reality gaming. Augmented reality gaming is a combination of audio and visual content in real-time. Virtual reality gaming is a 3D application for creating virtual artificial environment in computer games. AR games are mostly played on smartphones, tablets, and portable gaming systems. Augmented reality gaming uses the existing environment and generates a gaming field within itself. VR gaming control may involve keyboard and mouse, game controllers or motion capture methods. Mixed reality games are mostly played on head-mounted displays.
Acer’s mixed reality headset, Microsoft HoloLens, Samsung Odyssey, Lenovo Explorer, and Dell Visor are some examples of devices on which users can play reality video games.
AR/VR HARDWARE MARKET SIZE (USD MILLION) by industry vertical (2018-2030)
Source: Secondary Research, Primary Research, Market Research Future Database, and Analyst Review
Regional Insights
By Region, the study segments the market into North America, Europe, Asia-Pacific, Middle East & Africa, and South America. Asia Pacific dominated the AR/VR Hardware Market with a share of 40.9% of the total market in 2022. Growing spending on augmented reality and virtual reality (AR/VR) technologies coupled with rise in penetration of the wireless-first strategy amongst enterprises, industries, and public sector organizations drives the AR/VR market in the Asia-Pacific region. Vendors will advance VR headsets, AR for smart glasses and phones, and disrupt augmented audio technologies, providing the consumer market with excellent growth prospects.
The demand from businesses for a new immersive experience in how they conduct business and connect with customers and workers is what's fueling the phenomenal market growth for AR/VR technologies. Vendors must, however, respond to consumer AR/VR applications as well if they want to take advantage of opportunities with rapid growth over the coming few years. The highest expenditure sectors over the projection period will be professional services, discrete manufacturing, healthcare, education, and healthcare.
The North American market for augmented reality and virtual reality hardware is divided into countries namely US and Canada. Growing development in AR and VR technologies coupled with large number of AR and VR technologies players in North America is expected o garner high CAGR during the forecast period.
For instance, In order to give students access to learning options in the metaverse, several educational institutions plan to launch digital twin campuses, according to VictoryXR, a provider of augmented and virtual reality (AR/VR) content for schools and educational institutions, which has announced the launch of ten "Metaversities" in the US this fall. Growing adoption of immersive technologies in this region owing to its benefits is a major factor expected to drive the growth of the market.
Moreover, on-going demand of immersive technologies especially integrate hardware devices in healthcare industry is further expected to garner significant revenue in the coming 10 years. For instance, May 25, 2022, LONDON At a special event for the XR community, ARuVR, the virtual and augmented reality learning company, will announce a partnership with a prominent XR and EdTech supporter to revolutionize medical education. Professor Manish Chand, of the UCL Hospital NHS Foundation Trust, will test out ARuVR's technology to instruct medical students as part of the agreement.
The invitation-only event will be held at the grade II-listed BT Tower, which is home to BT, which joins Coca-Cola, Rio Tinto, PwC, and NEOM on the long list of international clients for ARuVR.
Further, the countries considered in the scope of the AR/VR Hardware market are the US, Canada, Mexico, UK, Germany, France, Italy, Spain, Switzerland, Austria, Belgium, Denmark, Finland, Greece, Hungary, Italy, Luxembourg, Netherlands, Norway, Poland, Portugal, Slovakia, Sweden, Romania, Ireland, China, Japan, Singapore, Malaysia, Indonesia, Philippines, South Korea, Hong Kong, Macau, Singapore, Brunei, India, Australia & New Zealand, South Africa, Egypt, Nigeria, Saudi Arabia, Qatar, United Arab Emirates, Bahrain, Kuwait, and Oman, Brazil, Argentina, Chile, and others.
AR/VR HARDWARE MARKET SIZE (USD MILLION) by region (2018-2030)
Source: Secondary Research, Primary Research, Market Research Future Database, and Analyst Review
Key Players and Competitive Insights
Major market players are spending a lot of money on R&D to increase their product lines, which will help the AR/VR Hardware market grow even more. Market participants are also taking a range of strategic initiatives to grow their worldwide footprint, including new product launches, contractual agreements, mergers and acquisitions, increased investments, and collaboration with other organizations. Competitors in the AR/VR Hardware industry must offer cost-effective services and solutions to expand and survive in an increasingly competitive and rising market environment.
Various AR/VR Hardwares market leaders are introducing new technologies for various industries in order to improve security and eliminate communication gaps between employees and businesses. Oculus VR launched Rift S headset with additional features such as hand gesture controls, the company launched the new VR headset for a price of USD 399, the new VR headset is primarily designed for gaming. NXP Semiconductors is developing accessories and hardware for the gaming markets including AR/VR headsets and wireless gamepads to keep up with the rising market demand and market innovation.
Industry Developments
October 2020 Samsung partnered with Stanford University for the development of an AR/VR display that is capable of packing more than 10,000 pixels per inch for use in VR/AR headsets and future contact lenses. The major aim of this partnership is to reduce the perception of the dreaded “screen door effect” in VR displays.
May 2021 HTC Corporation partnered with Agora a VR company, the partnership aims to develop future VR technologies and experiences, and the partnership will bring HTCs hardware expertise and Agora software expertise for future development in VR technologies.
Intended Audience
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Sensor Industry
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Semiconductor Industry
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Factories And Manufacturing Facilities
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Technology Investors
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Regulatory Industries
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Government Bodies
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Augmented and Virtual Reality Industries
Market Segmentation
AR/VR Hardware Type Outlook
- Sensors
- Processors
- Controllers
- Cameras
- Headphones
- Display Monitors
- Others
AR/VR Hardware Regional Outlook
- US
- Canada
- Mexico
AR/VR Hardware Application Outlook
- Head Mounted Display
- Head Up Display
- Handheld Devices
AR/VR Hardware Industry Vertical Outlook
- Aerospace & Defense
- Gaming & Entertainment
- Education & Training
- Healthcare
- Automotive
- Others
Report Scope
Report Attribute/Metric | Details |
Market Size 2022 | USD 29,984.6 million |
Market Size 2023 | USD 41,832.3 million |
Market Size 2030 | USD 389,066.4 million |
Compound Annual Growth Rate (CAGR) | 37.5% (2023-2030) |
Base Year | 2022 |
Forecast Period | 2023-2030 |
Historical Data | 2018-2021 |
Forecast Units | Value (USD Million) |
Report Coverage | Revenue Forecast, Competitive Landscape, Growth Factors, and Trends |
Segments Covered | Hardware Type, Application, Industry Vertical, and Region |
Geographies Covered | North America, Europe, Asia Pacific, Middle East & Africa, and South America |
Countries Covered | The US, Canada, Mexico, UK, Germany, France, Italy, Spain, Switzerland, Austria, Belgium, Denmark, Finland, Greece, Hungary, Italy, Luxembourg, Netherlands, Norway, Poland, Portugal, Slovakia, Sweden, Romania, Ireland, China, Japan, Singapore, Malaysia, Indonesia, Philippines, South Korea, Hong Kong, Macau, Singapore, Brunei, India, Australia & New Zealand, South Africa, Egypt, Nigeria, Saudi Arabia, Qatar, United Arab Emirates, Bahrain, Kuwait, and Oman, Brazil, Argentina, and Chile |
Key Companies Profiled | Oculus VR (Meta), Google LLC, HTC Corporation, Samsung Electronics, Sony Corporation, Worldviz, NXP Semiconductor N.V, Bosch Sensortec GMBH (Bosch Group), Inertial Labs, Valve Corporation, TCL Technologyc, DPVR, Vuzix, Qualcomm Technologies Inc., Sieko Epson Corporation, Penumbra, Inc., Arm Limited, Leke VR, and others |
Key Market Opportunities | Growing use of smartphones and tablets for AR & VR |
Key Market Driver | Consumer and commercial rising interest Evolution of silicon technologies |
Market Highlights
Author
Latest Comments
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FAQs
How much is the AR/VR Hardware market?
USD 29,984.6 Million in 2022
What is the market size for 2030, for the AR/VR Hardware Market?
USD 389,066.4 Million in 2030
What is the growth rate of the AR/VR Hardware market?
37.5%
Which region held the largest market share in the AR/VR Hardware market?
Asia-Pacific
Who are the prominent players in the AR/VR Hardware market?
Oculus VR (Meta), Google LLC, HTC Corporation, Samsung Electronics, Sony Corporation, Worldviz, NXP Semiconductor N.V, Bosch Sensortec GMBH (Bosch Group), Inertial Labs, Valve Corporation, TCL Technologyc, DPVR, Vuzix, Qualcomm Technologies Inc., Sieko Epson Corporation, Penumbra, Inc., Arm Limited, Leke VR, and others.
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Table of Contents
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Executive Summary 19
- MARKET ATTRACTIVENESS
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ANALYSIS 20
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Market Introduction 21
- Definition 21
- Scope of the Study 21
- Research Objective 21
- Market Structure 22
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3
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Research Methodology 23
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Market Dynamics 30
- INTRODUCTION 30
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drivers 31
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Consumer and Commercial Rising Interest 31
- Evolution
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Consumer and Commercial Rising Interest 31
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of Silicon Technologies 31
- DRIVERS IMPACT ANALYSIS 32
- restraints
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32
- Limited Processing Power, Storage and Memory in Mobile Phones 32
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Opportunities 33
- Growing Use of Smartphones and Tablets for AR&
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VR 33
- Rising Usage of VR Beyond Gaming 33
- Impact Analysis of
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COVID-19 34
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Impact on Semiconductor Manufacturers 34
- Impact
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Impact on Semiconductor Manufacturers 34
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on ComponentManufacturers 34
- Impact on Device Manufacturers 35
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COVID-19 Impact on Supply Chain 35
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MARKET FACTOR ANALYSIS 36
- Supply
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Chain Analysis 36
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hardware/components manufacturers 36
- Technology
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hardware/components manufacturers 36
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Integrators 36
- End-Users 37
- Porter’s Five Forces Model
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37
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Threat of New Entrants 38
- Bargaining Power of Suppliers
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Threat of New Entrants 38
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38
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Threat of Substitutes 38
- Bargaining Power of Buyers 38
- Intensity of Rivalry 38
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Threat of Substitutes 38
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GLOBAL Augmented Reality and Virtual Reality
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Hardware MARKET,
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BY Hardware Type 39
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OVERVIEW 39
- Global
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OVERVIEW 39
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Augmented Reality and Virtual Reality Hardware market, BY Hardware Type,
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2018–2030
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(USD MILLION) 40
- Sensors 40
- Processors 40
- Controllers
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40
- Cameras 40
- Headphones 41
- Display Monitors 41
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Others 41
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GLOBAL Augmented Reality and Virtual Reality Hardware MARKET,
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BY Application 42
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OVERVIEW 42
- Global Augmented Reality and
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OVERVIEW 42
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Virtual Reality Hardware market, BY Application,
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2018–2030 (USD MILLION)
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43
- Head Mounted Display 43
- Head Up Display 43
- Handheld
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Devices 43
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GLOBAL Augmented Reality and Virtual Reality Hardware MARKET,
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BY Industry Vertical 44
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OVERVIEW 44
- Global Augmented Reality
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OVERVIEW 44
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and Virtual Reality Hardware market, BY Industry Vertical,
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(USD MILLION) 45
- Aerospace & Defense 45
- Gaming & Entertainment
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45
- Education & Training 46
- Healthcare 46
- Automotive
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46
- Others 46
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Global Augmented Reality and Virtual Reality Hardware
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MARKET,
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BY Region 47
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OVERVIEW 47
- Global Augmented Reality
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OVERVIEW 47
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and Virtual Reality Hardware market, by Region, 2021 VS 2030
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(USD MILLION)
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48
- Global Augmented Reality and Virtual Reality Hardware market, BY Region,
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(USD MILLION) 48
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North america 49
- North
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North america 49
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america: Augmented Reality and Virtual Reality Hardware market, BY Country,
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2018–2030 (USD MILLION) 50
- North America Augmented Reality and
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Virtual Reality Hardware market, BY Hardware Type,
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51
- North America AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market,
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BY Application,
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2018–2030 (USD MILLION) 52
- North America
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AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry
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Vertical,
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2018–2030 (USD MILLION) 53
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US 54
- US AUGMENTED REALITY
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US 54
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AND VIRTUAL REALITY HARDWARE market, BY Hardware Type,
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2018–2030 (USD
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MILLION) 54
- US AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market,
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BY Application, 2018–2030
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(USD MILLION) 54
- US AUGMENTED
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REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
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(USD MILLION) 55
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CANADA 55
- CANADA AUGMENTED REALITY AND
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CANADA 55
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55
- CANADA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY
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Application,
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2018–2030 (USD MILLION) 56
- CANADA AUGMENTED
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(USD MILLION) 56
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Europe 57
- Europe: Augmented Reality and Virtual
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Europe 57
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Reality Hardware market, BY Country, 2018–2030
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(USD MILLION) 58
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Europe Augmented Reality and Virtual Reality Hardware market, BY Hardware Type,
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2018–2030 (USD MILLION) 59
- Europe AUGMENTED REALITY AND VIRTUAL
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REALITY HARDWARE market, BY Application, 2018–2030
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(USD MILLION) 60
- Europe AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry
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2018–2030 (USD MILLION) 61
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UK 62
- UK
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UK 62
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AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Hardware Type, 2018–2030
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(USD MILLION) 62
- UK AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
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market, BY Application, 2018–2030
- UK AUGMENTED
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(USD MILLION) 63
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GERMANY 63
- GERMANY AUGMENTED REALITY AND
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GERMANY 63
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63
- GERMANY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY
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2018–2030 (USD MILLION) 64
- GERMANY AUGMENTED
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(USD MILLION) 64
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FRANCE 65
- FRANCE AUGMENTED REALITY AND
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FRANCE 65
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65
- FRANCE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY
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2018–2030 (USD MILLION) 65
- FRANCE AUGMENTED
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(USD MILLION) 66
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ITALY 66
- ITALY AUGMENTED REALITY AND VIRTUAL
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ITALY 66
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REALITY HARDWARE market, BY Hardware Type,
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2018–2030 (USD MILLION) 66
- ITALY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Application,
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2018–2030 (USD MILLION) 67
- ITALY AUGMENTED REALITY AND
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VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
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MILLION) 67
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REST OF EUROPE 68
- REST OF EUROPE AUGMENTED REALITY
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REST OF EUROPE 68
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AND VIRTUAL REALITY HARDWARE market, BY Hardware
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Type, 2018–2030 (USD
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MILLION) 68
- REST OF EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
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BY Application, 2018–2030 (USD MILLION) 68
- REST
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OF EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry
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Vertical, 2018–2030 (USD MILLION) 69
- Asia-Pacific 70
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Asia-Pacific: Augmented Reality and Virtual Reality Hardware market, BY Country,
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2018–2030 (USD MILLION) 71
- Asia-Pacific Augmented Reality
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MILLION) 72
- Asia-Pacific AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
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market, BY Application,
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2018–2030 (USD MILLION) 73
- Asia-Pacific
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AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
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2018–2030 (USD MILLION) 74
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CHINA 75
- CHINA AUGMENTED
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CHINA 75
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REALITY AND VIRTUAL REALITY HARDWARE market, BY Hardware Type,
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(USD MILLION) 75
- CHINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
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2018–2030 (USD MILLION) 75
- CHINA
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2018–2030 (USD MILLION) 76
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JAPAN 76
- JAPAN AUGMENTED
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JAPAN 76
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(USD MILLION) 76
- JAPAN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
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2018–2030 (USD MILLION) 77
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JAPAN
- INDIA 78
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JAPAN
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(USD MILLION) 78
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INDIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
- INDIA
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INDIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
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2018–2030 (USD MILLION) 79
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SOUTH KOREA 79
- SOUTH
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SOUTH KOREA 79
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KOREA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Hardware
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Type,
- SOUTH KOREA AUGMENTED REALITY AND
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80
- SOUTH KOREA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market,
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BY Industry
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Vertical, 2018–2030 (USD MILLION) 80
- REST OF
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ASIA-PACIFIC 81
- REST OF ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL
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REALITY HARDWARE market,
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BY Hardware Type, 2018–2030 (USD MILLION) 81
- REST OF ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market,
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BY Application, 2018–2030 (USD MILLION) 81
- REST OF ASIA-PACIFIC
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AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market,
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BY Industry Vertical,
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2018–2030 (USD MILLION) 82
- Middle East & Africa 82
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Middle East & AfricaAugmented Reality and Virtual Reality Hardware market,
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BY Hardware Type, 2018–2030 (USD MILLION) 83
- Middle East &
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AfricaAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market,
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2018–2030 (USD MILLION) 84
- Middle East & AfricaAUGMENTED REALITY
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AND VIRTUAL REALITY HARDWARE market,
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BY Industry Vertical, 2018–2030
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(USD MILLION) 85
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Latin America 86
- Latin AmericaAugmented Reality
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Latin America 86
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MILLION) 87
- Latin AmericaAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
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2018–2030 (USD MILLION) 88
- Latin
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AmericaAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry
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2018–2030 (USD MILLION) 89
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Competitive Landscape 90
- Competitive
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benchmarking 91
- Vendor share analysis 92
- recent developments
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92
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Partnerships/Agreements/contracts/Collaborations 92
- Business
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Partnerships/Agreements/contracts/Collaborations 92
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Expansions/AcquisItions 93
- Product Launches/developments 93
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11
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Company Profiles 95
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oculus vr (meta) 95
- COMPANY OVERVIEW 95
- FINANCIAL OVERVIEW 96
- Products/Solutions/Services OFFERed 96
- KEY DEVELOPMENTS 97
- SWOT ANALYSIS 97
- KEY STRATEGIES
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oculus vr (meta) 95
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97
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samsung electronics co., ltd 98
- COMPANY OVERVIEW 98
- FINANCIAL OVERVIEW 99
- Products/Solutions/Services Offered 99
- KEY DEVELOPMENTS 100
- SWOT ANALYSIS 100
- KEY STRATEGIES
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samsung electronics co., ltd 98
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100
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WORLDVIZ 101
- COMPANY OVERVIEW 101
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WORLDVIZ 101
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FINANCIAL OVERVIEW 101
- Products/Solutions/Services Offered 101
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KEY DEVELOPMENTS 101
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nxp semiconductor n.v 102
- COMPANY OVERVIEW
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nxp semiconductor n.v 102
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102
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FINANCIAL OVERVIEW 103
- Products/Solutions/Services Offered
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FINANCIAL OVERVIEW 103
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103
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KEY DEVELOPMENTS 104
- SWOT ANALYSIS 104
- KEY
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KEY DEVELOPMENTS 104
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STRATEGIES 104
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bosch sensortec gmbh (bosch group) 105
- COMPANY
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bosch sensortec gmbh (bosch group) 105
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OVERVIEW 105
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FINANCIAL OVERVIEW 106
- Products/Solutions/Services
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FINANCIAL OVERVIEW 106
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Offered 106
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KEY DEVELOPMENTS 107
- SWOT ANALYSIS 107
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KEY DEVELOPMENTS 107
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KEY STRATEGIES 108
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inertial labs 109
- COMPANY OVERVIEW 109
- FINANCIAL OVERVIEW 109
- Products/Solutions/Services OFFERed
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inertial labs 109
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109
- KEY DEVELOPMENTS 109
- sony corporation 110
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COMPANY OVERVIEW 110
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FINANCIAL OVERVIEW 111
- Products/Solutions/Services
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FINANCIAL OVERVIEW 111
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OFFERed 112
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KEY DEVELOPMENTS 112
- SWOT ANALYSIS 112
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KEY DEVELOPMENTS 112
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KEY STRATEGIES 113
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valve corporation 114
- COMPANY OVERVIEW
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valve corporation 114
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114
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FINANCIAL OVERVIEW 114
- Products/Solutions/Services OFFERed
- KEY DEVELOPMENTS 114
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htc corproation 115
- COMPANY OVERVIEW 115
- FINANCIAL OVERVIEW 115
- Products/Solutions/Services
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FINANCIAL OVERVIEW 114
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OFFERed 116
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KEY DEVELOPMENTS 116
- SWOT ANALYSIS 117
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KEY DEVELOPMENTS 116
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KEY STRATEGIES 117
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tcl technology 118
- COMPANY OVERVIEW 118
- FINANCIAL OVERVIEW 119
- Products/Solutions/Services OFFERed
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tcl technology 118
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119
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KEY DEVELOPMENTS 120
- SWOT ANALYSIS 120
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KEY DEVELOPMENTS 120
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KEY STRATEGIES 120
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dpvr. 121
- COMPANY OVERVIEW 121
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dpvr. 121
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FINANCIAL OVERVIEW 121
- Products/Solutions/Services OFFERed 121
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KEY DEVELOPMENTS 121
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VUZIX 122
- COMPANY OVERVIEW 122
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VUZIX 122
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FINANCIAL OVERVIEW 123
- Products/Solutions/Services OFFERed 123
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KEY DEVELOPMENTS 124
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SWOT ANALYSIS 124
- KEY STRATEGIES
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SWOT ANALYSIS 124
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124
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qualcomm technologies inc. 125
- COMPANY OVERVIEW 125
- FINANCIAL OVERVIEW 126
- Products/Solutions/Services OFFERed
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qualcomm technologies inc. 125
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126
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KEY DEVELOPMENTS 127
- SWOT ANALYSIS 127
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KEY DEVELOPMENTS 127
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KEY STRATEGIES 127
- sieko epson corporation 128
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COMPANY OVERVIEW 128
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FINANCIAL OVERVIEW 128
- Products/Solutions/Services
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FINANCIAL OVERVIEW 128
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OFFERed 129
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KEY DEVELOPMENTS 129
- SWOT ANALYSIS 129
- KEY STRATEGIES 130
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penumbra, inc. 131
- COMPANY
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KEY DEVELOPMENTS 129
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OVERVIEW 131
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FINANCIAL OVERVIEW 131
- Products/Solutions/Services
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FINANCIAL OVERVIEW 131
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OFFERed 132
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KEY DEVELOPMENTS 132
- SWOT ANALYSIS 132
- KEY STRATEGIES 133
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Arm Limited 134
- COMPANY OVERVIEW
-
KEY DEVELOPMENTS 132
-
134
-
FINANCIAL OVERVIEW 134
- Products/Solutions/Services
-
FINANCIAL OVERVIEW 134
-
OFFERed 134
- KEY DEVELOPMENTS 134
- LEKE VR 135
-
COMPANY OVERVIEW 135
-
FINANCIAL OVERVIEW 135
- Products/Solutions/Services
-
FINANCIAL OVERVIEW 135
-
OFFERed 135
- KEY DEVELOPMENTS 135
- google llc 136
-
COMPANY OVERVIEW 136
-
FINANCIAL OVERVIEW 137
- Products/Solutions/Services
-
FINANCIAL OVERVIEW 137
-
OFFERed 137
-
KEY DEVELOPMENTS 138
- SWOT ANALYSIS 138
- KEY STRATEGIES 138
-
KEY DEVELOPMENTS 138
-
LIST OF TABLES
-
TABLE 1 MARKET
-
SYNOPSIS 20
-
TABLE 2 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,
-
BY HARDWARE TYPE, 2018–2030 (USD MILLION) 40
-
TABLE 3 GLOBAL AUGMENTED
-
REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD
-
MILLION) 43
-
TABLE 4 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,
-
TABLE 5 GLOBAL
-
AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY REGION, 2018–2030
-
TABLE 6 NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY
-
HARDWARE MARKET, BY COUNTRY, 2018–2030
-
(USD MILLION) 50
-
TABLE 7
-
NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE
-
TYPE, 2018–2030
-
(USD MILLION) 51
-
TABLE 8 NORTH AMERICA AUGMENTED
-
REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2019–2030
-
(USD MILLION) 52
-
TABLE 9 NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY
-
HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030
-
(USD MILLION) 53
-
TABLE 10 US AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE
-
TYPE, 2018–2030 (USD MILLION) 54
-
TABLE 11 US AUGMENTED REALITY AND VIRTUAL
-
REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) 54
-
TABLE
-
US AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,
-
2018–2030 (USD MILLION) 55
-
TABLE 13 CANADA AUGMENTED REALITY AND VIRTUAL
-
REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030
-
TABLE 14 CANADA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,
-
TABLE 15 CANADA AUGMENTED REALITY AND VIRTUAL
-
REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030
-
56
-
TABLE 16 EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY
-
COUNTRY, 2018–2030 (USD MILLION) 58
-
TABLE 17 EUROPE AUGMENTED REALITY
-
AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION)
-
59
-
TABLE 18 EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY
-
APPLICATION, 2019–2030 (USD MILLION) 60
-
TABLE 19 EUROPE AUGMENTED REALITY
-
AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030
-
(USD
-
MILLION) 61
-
TABLE 20 UK AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,
-
BY HARDWARE TYPE, 2018–2030 (USD MILLION) 62
-
TABLE 21 UK AUGMENTED REALITY
-
AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION)
-
62
-
TABLE 22 UK AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY
-
VERTICAL, 2018–2030 (USD MILLION) 63
-
TABLE 23 GERMANY AUGMENTED REALITY
-
AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030
-
MILLION) 63
-
TABLE 24 GERMANY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
-
MARKET, BY APPLICATION, 2018–2030 (USD MILLION) 64
-
TABLE 25 GERMANY AUGMENTED
-
REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030
-
TABLE 26 FRANCE AUGMENTED REALITY AND VIRTUAL REALITY
-
HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) 65
-
TABLE 27
-
FRANCE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030
-
(USD MILLION) 65
-
TABLE 28 FRANCE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
-
MARKET, BY INDUSTRY VERTICAL, 2018–2030
-
ITALY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE,
-
TABLE 30 ITALY AUGMENTED REALITY AND VIRTUAL
-
REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) 67
-
ITALY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,
-
TABLE 32 REST OF EUROPE AUGMENTED REALITY
-
TABLE 33 REST OF EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
-
(USD MILLION) 68
-
TABLE 34 REST
-
OF EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,
-
(USD MILLION) 69
-
TABLE 35 ASIA-PACIFIC AUGMENTED REALITY
-
AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2018–2030 (USD MILLION) 71
-
TABLE 36 ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY
-
HARDWARE TYPE, 2018–2030
-
(USD MILLION) 72
-
TABLE 37 ASIA-PACIFIC
-
AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2019–2030
-
(USD MILLION) 73
-
TABLE 38 ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL
-
74
-
TABLE 39 CHINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY
-
HARDWARE TYPE, 2018–2030 (USD MILLION) 75
-
TABLE 40 CHINA AUGMENTED REALITY
-
75
-
TABLE 41 CHINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY
-
INDUSTRY VERTICAL, 2018–2030
-
TABLE 42 JAPAN AUGMENTED
-
REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD
-
MILLION) 76
-
TABLE 43 JAPAN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,
-
BY APPLICATION, 2018–2030 (USD MILLION) 77
-
TABLE 44 JAPAN AUGMENTED REALITY
-
MILLION) 77
-
TABLE 45 INDIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,
-
BY HARDWARE TYPE, 2018–2030 (USD MILLION) 78
-
TABLE 46 INDIA AUGMENTED
-
MILLION) 78
-
TABLE 47 INDIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,
-
(USD MILLION) 79
-
TABLE 48 SOUTH
-
KOREA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030
-
TABLE 49 SOUTH KOREA AUGMENTED REALITY AND VIRTUAL REALITY
-
HARDWARE MARKET, BY APPLICATION, 2018–2030
-
(USD MILLION) 80
-
SOUTH KOREA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY
-
VERTICAL, 2018–2030
-
TABLE 51 REST OF ASIA-PACIFIC
-
(USD MILLION) 81
-
TABLE 52 REST OF ASIA-PACIFIC AUGMENTED REALITY AND
-
VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030
-
81
-
TABLE 53 REST OF ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
-
MARKET, BY INDUSTRY VERTICAL,
-
MIDDLE EAST & AFRICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,
-
BY HARDWARE TYPE, 2018–2030
-
(USD MILLION) 83
-
TABLE 55 MIDDLE EAST
-
& AFRICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,
-
2019–2030
-
(USD MILLION) 84
-
TABLE 56 MIDDLE EAST & AFRICAAUGMENTED
-
TABLE 57 LATIN AMERICAAUGMENTED REALITY AND VIRTUAL REALITY
-
HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030
-
(USD MILLION) 87
-
LATIN AMERICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,
-
(USD MILLION) 88
-
TABLE 59 LATIN AMERICA AUGMENTED REALITY
-
MILLION) 89
-
TABLE 60 PARTNERSHIPS/AGREEMENTS/CONTRACTS/COLLABORATIONS 92
-
TABLE 61 BUSINESS EXPANSIONS/ACQUISITIONS 93
-
TABLE 62 PRODUCT LAUNCHES/DEVELOPMENTS
-
93
-
TABLE 63 OCULUS VR (META): PRODUCTS/SOLUTIONS/SERVICES OFFERED 96
-
OCULUS VR (META): KEY DEVELOPMENTS 97
-
TABLE 65 SAMSUNG ELECTRONICS CO.,
-
LTD: PRODUCTS/SOLUTIONS/SERVICES OFFERED 99
-
TABLE 66 SAMSUNG ELECTRONICS CO.,
-
LTD: KEY DEVELOPMENTS 100
-
TABLE 67 WORLDVIZ: PRODUCTS/SOLUTIONS/SERVICES OFFERED
-
101
-
TABLE 68 NXP SEMICONDUCTORS N.V: PRODUCTS/SOLUTIONS/SERVICES OFFERED 103
-
TABLE 69 NXP SEMICONDUCTORS N.V: KEY DEVELOPMENTS 104
-
TABLE 70 BOSCH SENSORTEC
-
GMBH (BOSCH GROUP): PRODUCTS/SOLUTIONS/SERVICES OFFERED 106
-
TABLE 71 BOSCH
-
SENSORTEC GMBH (BOSCH GROUP): KEY DEVELOPMENTS 107
-
TABLE 72 INERTIAL LABS:
-
PRODUCTS/SOLUTIONS/SERVICES OFFERED 109
-
TABLE 73 INERTIAL LABS: KEY DEVELOPMENTS
-
TABLE 74 SONY CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED 112
-
SONY CORPORATION: KEY DEVELOPMENTS 112
-
TABLE 76 VALVE CORPORATION: PRODUCTS/SOLUTIONS/SERVICES
-
OFFERED 114
-
TABLE 77 VALVE CORPORATION: KEY DEVELOPMENTS 114
-
TABLE 78
-
HTC CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED 116
-
TABLE 79 HTC CORPORATION:
-
KEY DEVELOPMENTS 116
-
TABLE 80 TCL TECHNOLOGY: PRODUCTS/SOLUTIONS/SERVICES OFFERED
-
TABLE 81 TCL TECHNOLOGY: KEY DEVELOPMENTS 120
-
TABLE 82 DPVR.: PRODUCTS/SOLUTIONS/SERVICES
-
OFFERED 121
-
TABLE 83 VUZIX: PRODUCTS/SOLUTIONS/SERVICES OFFERED 123
-
VUZIX: KEY DEVELOPMENTS 124
-
TABLE 85 QUALCOM TECHNOLOGIES INC.: PRODUCTS/SOLUTIONS/SERVICES
-
OFFERED 126
-
TABLE 86 QUALCOM TECHNOLOGIES INC.: KEY DEVELOPMENTS 127
-
SEIKO EPSON CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED 129
-
TABLE 88
-
SEIKO EPSON CORPORATION: KEY DEVELOPMENTS 129
-
TABLE 89 PENUMBRA, INC: PRODUCTS/SOLUTIONS/SERVICES
-
TABLE 90 PENUMBRA, INC: KEY DEVELOPMENTS 132
-
TABLE 91 ARM
-
LIMITED: PRODUCTS/SOLUTIONS/SERVICES OFFERED 134
-
TABLE 92 LEKE VR: PRODUCTS/SOLUTIONS/SERVICES
-
TABLE 93 GOOGLE LLC: PRODUCTS/SOLUTIONS/SERVICES OFFERED 137
-
TABLE 94 GOOGLE LLC: KEY DEVELOPMENTS 138
-
LIST OF FIGURES
-
FIGURE 1 MARKET ATTRACTIVENESS ANALYSIS: GLOBAL AUGMENTED REALITY AND VIRTUAL
-
REALITY HARDWARE MARKET 20
-
FIGURE 2 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY
-
HARDWARE MARKET: MARKET STRUCTURE 22
-
FIGURE 3 BOTTOM-UP AND TOP-DOWN APPROACHES
-
27
-
FIGURE 4 MARKET DYNAMICS: ANALYSIS OF THE GLOBAL AUGMENTED REALITY AND VIRTUAL
-
REALITY HARDWARE MARKET 30
-
FIGURE 5 DRIVERS IMPACT ANALYSIS: GLOBAL AUGMENTED
-
REALITY AND VIRTUAL REALITY HARDWARE MARKET 32
-
FIGURE 6 RESTRAINTS IMPACT ANALYSIS:
-
GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET 33
-
FIGURE 7 SUPPLY
-
CHAIN ANALYSIS: GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET 36
-
FIGURE 8 Porter's Five Forces Analysis: GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY
-
HARDWARE MARKET 37
-
FIGURE 9 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
-
MARKET, BY HARDWARE TYPE, 2021 (% SHARE) 39
-
FIGURE 10 GLOBAL AUGMENTED REALITY
-
AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2021 VS 2030
-
39
-
FIGURE 11 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,
-
BY APPLICATION, 2021 (% SHARE) 42
-
FIGURE 12 GLOBAL AUGMENTED REALITY AND VIRTUAL
-
REALITY HARDWARE MARKET, BY APPLICATION, 2021 VS 2030 (USD MILLION) 42
-
FIGURE
-
GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,
-
(% SHARE) 44
-
FIGURE 14 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
-
MARKET, BY INDUSTRY VERTICAL, 2021 VS 2030
-
(USD MILLION) 44
-
FIGURE 15
-
GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY REGION, 2021 (%
-
SHARE) 47
-
FIGURE 16 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,
-
BY REGION, 2021 VS 2030 (USD MILLION) 48
-
FIGURE 17 NORTH AMERICA AUGMENTED
-
REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2021 (% SHARE) 49
-
NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY,
-
VS 2030
-
FIGURE 19 NORTH AMERICA AUGMENTED REALITY
-
AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030
-
FIGURE 20 NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,
-
BY APPLICATION, 2018-2030
-
FIGURE 21 NORTH AMERICA AUGMENTED
-
REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030
-
FIGURE 22 EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
-
MARKET, BY COUNTRY, 2021 (% SHARE) 57
-
FIGURE 23 EUROPE AUGMENTED REALITY AND
-
VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2021 VS 2030 (USD MILLION) 58
-
EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE,
-
2030 (USD MILLION) 59
-
FIGURE 25 EUROPE AUGMENTED REALITY AND VIRTUAL REALITY
-
HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION) 60
-
FIGURE 26 EUROPE
-
AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030
-
(USD MILLION) 61
-
FIGURE 27 ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL
-
REALITY HARDWARE MARKET, BY COUNTRY, 2021 (% SHARE) 70
-
FIGURE 28 ASIA-PACIFIC
-
AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2021 VS 2030
-
(USD MILLION) 71
-
FIGURE 29 ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY
-
HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030
-
ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,
-
2030 (USD MILLION) 73
-
FIGURE 31 ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL
-
REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030
-
(USD MILLION) 74
-
FIGURE 32 MIDDLE EAST & AFRICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
-
MARKET, BY HARDWARE TYPE, 2018-2030
-
FIGURE 33 MIDDLE
-
EAST & AFRICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,
-
2030
-
FIGURE 34 MIDDLE EAST & AFRICAAUGMENTED
-
FIGURE 35 LATIN AMERICAAUGMENTED REALITY AND VIRTUAL REALITY
-
LATIN AMERICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,
-
FIGURE 37 LATIN AMERICAAUGMENTED REALITY AND
-
2030 (USD MILLION)
-
89
-
FIGURE 38 GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET: COMPETITIVE BENCHMARKING
-
91
-
FIGURE 39 VENDOR SHARE ANALYSIS, 2021 (%) 92
-
FIGURE 40 OCULUS VR (META):
-
FINANCIAL OVERVIEW SNAPSHOT 96
-
FIGURE 41 OCULUS VR (META): SWOT ANALYSIS 97
-
FIGURE 42 SAMSUNG ELECTRONICS CO., LTD: FINANCIAL OVERVIEW SNAPSHOT 99
-
SAMSUNG ELECTRONICS CO., LTD: SWOT ANALYSIS 100
-
FIGURE 44 NXP SEMICONDUCTORS
-
N.V: FINANCIAL OVERVIEW SNAPSHOT 103
-
FIGURE 45 NXP SEMICONDUCTORS N.V: SWOT
-
ANALYSIS 104
-
FIGURE 46 BOSCH SENSORTEC GMBH (BOSCH GROUP): FINANCIAL OVERVIEW
-
SNAPSHOT 106
-
FIGURE 47 BOSCH SENSORTEC GMBH (BOSCH GROUP): SWOT ANALYSIS 107
-
FIGURE 48 SONY CORPORATION: FINANCIAL OVERVIEW SNAPSHOT 111
-
FIGURE 49 SONY
-
CORPORATION: SWOT ANALYSIS 112
-
FIGURE 50 HTC CORPORATION: FINANCIAL OVERVIEW
-
SNAPSHOT 115
-
FIGURE 51 HTC CORPORATION: SWOT ANALYSIS 117
-
FIGURE 52 TCL
-
TECHNOLOGY: FINANCIAL OVERVIEW SNAPSHOT 119
-
FIGURE 53 TCL TECHNOLOGY: SWOT
-
ANALYSIS 120
-
FIGURE 54 VUZIX: FINANCIAL OVERVIEW SNAPSHOT 123
-
FIGURE 55
-
VUZIX: SWOT ANALYSIS 124
-
FIGURE 56 QUALCOM TECHNOLOGIES INC.: FINANCIAL OVERVIEW
-
SNAPSHOT 126
-
FIGURE 57 QUALCOM TECHNOLOGIES INC.: SWOT ANALYSIS 127
-
SEIKO EPSON CORPORATION: FINANCIAL OVERVIEW SNAPSHOT 128
-
FIGURE 59 SEIKO
-
EPSON CORPORATION: SWOT ANALYSIS 129
-
FIGURE 60 PENUMBRA, INC: FINANCIAL OVERVIEW
-
SNAPSHOT 131
-
FIGURE 61 PENUMBRA, INC: SWOT ANALYSIS 132
-
FIGURE 62 GOOGLE
-
LLC: FINANCIAL OVERVIEW SNAPSHOT 137
-
FIGURE 63 GOOGLE LLC: SWOT ANALYSIS 138
AR/VR Hardware Market Segmentation
Global AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)
- Sensors
- Processors
- Controllers
- Cameras
- Headphones
- Display Monitors
- Others
Global AR/VR Hardware, By Application (USD Million, 2018-2030)
- Head Mounted Display
- Head Up Display
- Handheld Devices
Global AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)
- Aerospace & Defense
- Gaming & Entertainment
- Education & Training
- Healthcare
- Automotive
- Others
Global AR/VR Hardware Regional Outlook (USD Million, 2018-2030)
North America Outlook (USD Million, 2018-2030)
North America AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)
- Sensors
- Processors
- Controllers
- Cameras
- Headphones
- Display Monitors
- Others
North America AR/VR Hardware, By Application (USD Million, 2018-2030)
- Head Mounted Display
- Head Up Display
- Handheld Devices
North America AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)
- Aerospace & Defense
- Gaming & Entertainment
- Education & Training
- Healthcare
- Automotive
- Others
US Outlook (USD Million, 2018-2030)
US AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)
- Sensors
- Processors
- Controllers
- Cameras
- Headphones
- Display Monitors
- Others
US AR/VR Hardware, By Application (USD Million, 2018-2030)
- Head Mounted Display
- Head Up Display
- Handheld Devices
US AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)
- Aerospace & Defense
- Gaming & Entertainment
- Education & Training
- Healthcare
- Automotive
- Others
Canada Outlook (USD Million, 2018-2030)
Canada AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)
- Sensors
- Processors
- Controllers
- Cameras
- Headphones
- Display Monitors
- Others
Canada AR/VR Hardware, By Application (USD Million, 2018-2030)
- Head Mounted Display
- Head Up Display
- Handheld Devices
Canada AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)
- Aerospace & Defense
- Gaming & Entertainment
- Education & Training
- Healthcare
- Automotive
- Others
Mexico Outlook (USD Million, 2018-2030)
Mexico AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)
- Sensors
- Processors
- Controllers
- Cameras
- Headphones
- Display Monitors
- Others
Mexico AR/VR Hardware, By Application (USD Million, 2018-2030)
- Head Mounted Display
- Head Up Display
- Handheld Devices
Mexico AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)
- Aerospace & Defense
- Gaming & Entertainment
- Education & Training
- Healthcare
- Automotive
- Others
Europe Outlook (USD Million, 2018-2030)
Europe AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)
- Sensors
- Processors
- Controllers
- Cameras
- Headphones
- Display Monitors
- Others
Europe AR/VR Hardware, By Application (USD Million, 2018-2030)
- Head Mounted Display
- Head Up Display
- Handheld Devices
Europe AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)
- Aerospace & Defense
- Gaming & Entertainment
- Education & Training
- Healthcare
- Automotive
- Others
Germany Outlook (USD Million, 2018-2030)
Germany AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)
- Sensors
- Processors
- Controllers
- Cameras
- Headphones
- Display Monitors
- Others
Germany AR/VR Hardware, By Application (USD Million, 2018-2030)
- Head Mounted Display
- Head Up Display
- Handheld Devices
Germany AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)
- Aerospace & Defense
- Gaming & Entertainment
- Education & Training
- Healthcare
- Automotive
- Others
France Outlook (USD Million, 2018-2030)
France AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)
- Sensors
- Processors
- Controllers
- Cameras
- Headphones
- Display Monitors
- Others
France AR/VR Hardware, By Application (USD Million, 2018-2030)
- Head Mounted Display
- Head Up Display
- Handheld Devices
France AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)
- Aerospace & Defense
- Gaming & Entertainment
- Education & Training
- Healthcare
- Automotive
- Others
UK Outlook (USD Million, 2018-2030)
UK AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)
- Sensors
- Processors
- Controllers
- Cameras
- Headphones
- Display Monitors
- Others
UK AR/VR Hardware, By Application (USD Million, 2018-2030)
- Head Mounted Display
- Head Up Display
- Handheld Devices
UK AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)
- Aerospace & Defense
- Gaming & Entertainment
- Education & Training
- Healthcare
- Automotive
- Others
Rest of Europe Outlook (USD Million, 2018-2030)
Rest of Europe AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)
- Sensors
- Processors
- Controllers
- Cameras
- Headphones
- Display Monitors
- Others
Rest of Europe AR/VR Hardware, By Application (USD Million, 2018-2030)
- Head Mounted Display
- Head Up Display
- Handheld Devices
Rest of Europe AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)
- Aerospace & Defense
- Gaming & Entertainment
- Education & Training
- Healthcare
- Automotive
- Others
Asia-Pacific Outlook (USD Million, 2018-2030)
Asia-Pacific AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)
- Sensors
- Processors
- Controllers
- Cameras
- Headphones
- Display Monitors
- Others
Asia-Pacific AR/VR Hardware, By Application (USD Million, 2018-2030)
- Head Mounted Display
- Head Up Display
- Handheld Devices
Asia-Pacific AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)
- Aerospace & Defense
- Gaming & Entertainment
- Education & Training
- Healthcare
- Automotive
- Others
China Outlook (USD Million, 2018-2030)
China AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)
- Sensors
- Processors
- Controllers
- Cameras
- Headphones
- Display Monitors
- Others
China AR/VR Hardware, By Application (USD Million, 2018-2030)
- Head Mounted Display
- Head Up Display
- Handheld Devices
China AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)
- Aerospace & Defense
- Gaming & Entertainment
- Education & Training
- Healthcare
- Automotive
- Others
India Outlook (USD Million, 2018-2030)
India AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)
- Sensors
- Processors
- Controllers
- Cameras
- Headphones
- Display Monitors
- Others
India AR/VR Hardware, By Application (USD Million, 2018-2030)
- Head Mounted Display
- Head Up Display
- Handheld Devices
India AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)
- Aerospace & Defense
- Gaming & Entertainment
- Education & Training
- Healthcare
- Automotive
- Others
Japan Outlook (USD Million, 2018-2030)
Japan AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)
- Sensors
- Processors
- Controllers
- Cameras
- Headphones
- Display Monitors
- Others
Japan AR/VR Hardware, By Application (USD Million, 2018-2030)
- Head Mounted Display
- Head Up Display
- Handheld Devices
Japan AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)
- Aerospace & Defense
- Gaming & Entertainment
- Education & Training
- Healthcare
- Automotive
- Others
Rest of Asia-Pacific Outlook (USD Million, 2018-2030)
Rest of Asia-Pacific AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)
- Sensors
- Processors
- Controllers
- Cameras
- Headphones
- Display Monitors
- Others
Rest of Asia-Pacific AR/VR Hardware, By Application (USD Million, 2018-2030)
- Head Mounted Display
- Head Up Display
- Handheld Devices
Rest of Asia-Pacific AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)
- Aerospace & Defense
- Gaming & Entertainment
- Education & Training
- Healthcare
- Automotive
- Others
Rest of the World Outlook (USD Million, 2018-2030)
Rest of the World AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)
- Sensors
- Processors
- Controllers
- Cameras
- Headphones
- Display Monitors
- Others
Rest of the World AR/VR Hardware, By Application (USD Million, 2018-2030)
- Head Mounted Display
- Head Up Display
- Handheld Devices
Rest of the World AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)
- Aerospace & Defense
- Gaming & Entertainment
- Education & Training
- Healthcare
- Automotive
- Others
Middle East & Africa Outlook (USD Million, 2018-2030)
Middle East & Africa AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)
- Sensors
- Processors
- Controllers
- Cameras
- Headphones
- Display Monitors
- Others
Middle East & Africa AR/VR Hardware, By Application (USD Million, 2018-2030)
- Head Mounted Display
- Head Up Display
- Handheld Devices
Middle East & Africa AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)
- Aerospace & Defense
- Gaming & Entertainment
- Education & Training
- Healthcare
- Automotive
- Others
South America Outlook (USD Million, 2018-2030)
South America AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)
- Sensors
- Processors
- Controllers
- Cameras
- Headphones
- Display Monitors
- Others
South America AR/VR Hardware, By Application (USD Million, 2018-2030)
- Head Mounted Display
- Head Up Display
- Handheld Devices
South America AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)
- Aerospace & Defense
- Gaming & Entertainment
- Education & Training
- Healthcare
- Automotive
- Others

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